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Both lowerRingUV and upperRingUV are empty:
ProceduralToolkit/Scripts/MeshDraftPrimitives.cs
Lines 510 to 530 in 70e7503
| var draft = new MeshDraft {name = "Flat revolution surface"}; | |
| for (int y = 0; y < ringsVertices.Count - 1; y++) | |
| { | |
| var lowerRingVertices = ringsVertices[y]; | |
| var upperRingVertices = ringsVertices[y + 1]; | |
| var lowerRingUV = ringsUV[y]; | |
| var upperRingUV = ringsUV[y + 1]; | |
| for (int x = 0; x < horizontalSegments; x++) | |
| { | |
| Vector3 v00 = lowerRingVertices[x + 1]; | |
| Vector3 v01 = upperRingVertices[x + 1]; | |
| Vector3 v11 = upperRingVertices[x]; | |
| Vector3 v10 = lowerRingVertices[x]; | |
| Vector2 uv00 = lowerRingUV[x + 1]; | |
| Vector2 uv01 = upperRingUV[x + 1]; | |
| Vector2 uv11 = upperRingUV[x]; | |
| Vector2 uv10 = lowerRingUV[x]; | |
| draft.AddQuad(v00, v01, v11, v10, true, uv00, uv01, uv11, uv10); | |
| } | |
| } | |
| return draft; |